Model reference · open weights

Matrix-Game-4.0

Video Skywork Video edit 1 build Open weights 0 dl/mo

Matrix-Game-4.0 is an open-weight video model from Skywork. Matrix-Game-4.0 (BF16) weighs 30.0 GB; the smallest configuration that runs it is RTX 3060 12 GB.

For self-hosting, compare this build's requirements below with the GPU you plan to rent.

  • Matrix-Game-4.0 is a video-to-video model by Skywork designed for scene-specialized causal rendering in Medieval Castle, Ancient Egypt, and City Racing environments.
  • Each scene checkpoint contains 5,001,016,512 BF16 parameters and outputs 480x864 RGB video, with the model re-rendering clean low-poly visuals while an executable game handles gameplay and physics.
  • The project is licensed under Apache-2.0, and the card notes that the models are specialized to specific low-poly scenes and camera profiles, with no guaranteed frame rate or consumer-GPU memory fit.

Summary of the Skywork/Matrix-Game-4.0 model card, 2026-10-15

What it is

Released bySkywork
Released2026-10-12
VRAM30.0 GB for the weights

What it runs on

Memory and cards for Matrix-Game-4.0 (BF16)

30.0 GBweights, file size
10.0 GBbiggest part
537 MBruntime overhead
CardWeightsMemory
RTX 3060 12 GBtight (encoders offloaded)11.6 GB
RTX 4060 Ti 16 GBfits (encoders offloaded)15.4 GB
RTX 3090 24 GBfits (encoders offloaded)23.4 GB
RTX 4090 24 GBfits (encoders offloaded)23.4 GB
RTX 5090 32 GBtight31.0 GB
L40S 48 GBfits44.0 GB
A100 80 GBfits78.2 GB
H100 80 GBfits78.1 GB
RTX PRO 6000 Blackwell 96 GBfits93.8 GB
DGX Spark (GB10) 128 GB unifiedfits107 GB
H200 141 GBfits138 GB
B200 180 GBfits176 GB

From the model card

What Skywork says about Matrix-Game-4.0

Read the model card

Source code | Project website

Scene-specialized causal video renderers for Medieval Castle, Ancient Egypt, and City Racing. An executable game determines gameplay, physics and input, while the model re-renders clean low-poly RGB. HUD and sound remain separate, frame-aligned presentation layers.

Contents

PathContents
fps-castle/Castle checkpoint, sink image and inference configuration
fps-egypt/Ancient Egypt checkpoint, sink image and inference configuration
driving_game/Racing checkpoint, sink image and inference configuration
base/Full streaming TAEHV codec
game/assets/Shooter geometry, character data, catalogs and combat sounds
racing/assets/City map, routes, captions, vehicle audio and audio credits
releases/Exact resource paths, byte lengths and SHA256 manifests

Each scene checkpoint has 5,001,016,512 BF16 parameters. The weights require the Matrix-Game 4.0 inference source; they are not drop-in Diffusers pipelines. Training code and training data are not included. Shared encoders/codecs are installed once for all scenes. See game asset details.

Download and Layout

Use the source release's manifest downloader with a pinned Hub commit revision and --repo-id Skywork/Matrix-Game-4.0 --repo-type model for both model and game-asset manifests. See releases/README.md in the source repository for exact commands. A scene selection downloads that scene plus its shared dependencies.

The T5 encoder, tokenizer and Wan2.2 VAE are fetched directly from the official base-model repository. The manifest pins that revision and verifies every file's SHA256; no manual base-model download is needed. These shared files are not duplicated here.

The downloader maps Hub scene folders to the runtime paths resources/models/castle/, resources/models/ancient-egypt/ and resources/models/racing/. Do not infer the local directory layout from the Hub folder names alone. The repo_path field in releases/models.json describes this mapping. Both length and SHA256 are checked before a file is installed.

Inference Contract

  • Output resolution: 480x864 RGB. One latent chunk corresponds to four RGB frames after startup; the startup chunk contains one RGB frame.
  • Castle/Egypt use an independent identity sink with fixed-relative RoPE. Racing uses the supplied image as output frame zero and an absolute-position sink. These policies are not interchangeable.
  • Quality preset: Wan VAE encoding/decoding, two denoising steps (1000, 500), native DiT. Realtime preset: TAEHV encoding/decoding, one step (1000), optimized single-GPU DiT and CUDA graphs.
  • CFG is 1 and the scheduler shift is 5. The attention cache contains 21 latent frames including the sink. Racing skips denoising on its supplied first frame.
  • Shooter captions are fixed. Racing supports fixed or per-chunk dynamic engine captions. Clean RGB, not the HUD or keyboard overlay, is the model input.

Use base/taew2_2.pth for the full streaming fast codec; a standalone decoder file is not a replacement for its encoder. Use the exact shared files in the manifest, not an arbitrary upstream version or Wan2.1's 16-channel VAE.

Limitations

The models are specialized to the supplied low-poly scenes and camera profiles. Unseen geometry, rapid camera motion, occlusion and long sessions can cause appearance drift or geometry errors. Neural output does not change collision or gameplay. One-step/TAEHV and two-step/Wan have different quality and cost. There is no guaranteed frame rate, consumer-GPU memory fit, or exact scene reconstruction. This model card does not claim a performance benchmark.

License and Attribution

Project scene weights, sink images and game assets: Apache-2.0, Skywork AI. The shared Wan/umT5 resources retain their upstream Apache-2.0 terms: Wan2.2-Fun-5B-Control, umT5. TAEHV is by Ollin Boer Bohan under MIT; see licenses/TAEHV-LICENSE and its upstream repository. Racing audio includes CC0 and CC BY 3.0 material; retain racing/assets/audio/CREDITS.md. See THIRD_PARTY_NOTICES.md for code dependencies.

Quoted from the model card on Hugging Face. The full card is behind the Hugging Face link above.

How it works

How video models work

Prompt / imagestart pointTemporal diffusionframes over timeVideoMP4 clipA video model generates a sequence of coherent frames from your prompt or a starting image.
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